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體育課結合體適能元素與定向遊戲之設計與應用

Application and Design of a Physical Education Curriculum Combining Orienteering with Physical Activity

摘要


近年來,學生身體活動量之議題已漸受學校體育研究關注。從教育部體育署多項統計資料發現,現階段國中小學生在校身體活動量及強度均顯不足。本文目的即試圖透過體育課應用體適能元素結合定向遊戲之設計,藉以同儕影響與社會互動觀點探討如何提升兒童與青少年身體活動行為。透過小組遊戲競賽法,應用體適能結合定向運動活動為主軸課程為範例。本文結語如下:透過定向運動來提升學生身體活動量,不僅考驗著學生的智力與合作,更考驗著學生的體能狀況,而定向運動的多變性可使教師彈性選擇融入體育課程當中。最後,期望透過此課程設計能對於運動教育學術界有進一步的貢獻。

並列摘要


In recent years, physical education research has focused on student's physical activity. Survey data from the Ministry of Education regarding Sports Administration indicates that school-based programs do not provide a sufficient quantity or intensity of physical activity to students. The purpose of this paper was to explore the use of orienteering games combined with physical exertion in a Teams-Games-Tournament (TGT) framework to enhance students' physical activity behavior. The approach fosters cooperative learning through social interaction and peer influence. This paper proposed a relevant curriculum, provided conclusions, and suggested that orienteering games test and improve not only students' intelligence and cooperation but also their physical condition. This approach leverages the characteristics of orienteering games to add a new element of flexibility into a teacher's physical education curriculum; therefore, it is expected that this essay may contribute to the field of physical education.

參考文獻


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被引用紀錄


尚憶薇、徐偉庭(2022)。學生設計遊戲模式之應用與研究展望中華體育季刊36(2),109-116。https://doi.org/10.6223/qcpe.202206_36(2).0002

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